Is Rogue supposed to have separate potions for detect items & monsters?

Apologies... I don't think we ever addressed your questions in this thread.

Scrolls of Whirlwind force any monsters that are directly beside your character back one square and then "stuns" those monsters for one turn. In other words, they are unable to act the turn after you use the scroll giving you a one move cushion to do some other action (unless those monsters are hasted, like dragons? not sure there). (EDIT: the monsters have to actually be forced one square away; if you read the scroll and a monster directly beside you has a wall directly behind them, they WON'T be pushed away and WILL act on their next turn, effectively negating what you're trying to accomplish. This is exactly the same as the knock back effect of weapons: if you're not actually knocking the monster one square back but into a wall they WILL act on their next turn.)

The short answer to your question is yes, in original Rogue (v5.3, on which Rogue Touch is based) those powers were separated.

Back in the day, Rogue had:[*] a Magic Mapping scroll, which in V5 also showed all traps on a floor[*] a potion of Magic Detection, which would reveal only enchanted (+), cursed (-), and rusty items only, not ALL of the items on a level[*] a potion of Monster Detection, which showed all the monsters on the current floor

Rogue Touch modifies this a bit, and has:[*] a potion of Clairvoyance, which shows all monsters AND all items on the map[*] a scroll of Magic Mapping, which does everything the old one does EXCEPT for the V5 power of showing traps; that power is now split between a ring of searching (find traps and occasional gold on the ground) and a ring of disarm traps (does what it says on the tin)[*] a scroll of Safe Passage, which disables all traps on a floor whether they were previously revealed or not (EDIT: unless you're currently standing on a trap, then that trap is not disabled, which would be a bug. CD, can you check the code for that one?)

So, Rogue Touch is actually a little easier than Rogue v5.3 in this respect because of the Clairvoyance potion, which rolls the old potions of Magic Detection and Monster Detection into one AND provides showing ALL items instead of just magic ones. (Also, back in the day, the Amulet was invisible!)

Nighthawk wrote:Apologies... I don't think we ever addressed your questions in this thread.

... <snip> ...

[*] a scroll of Safe Passage, which disables all traps on a floor whether they were previously revealed or not (EDIT: unless you're currently standing on a trap, then that trap is not disabled, which would be a bug. CD, can you check the code for that one?)

Awesome info dump Nighthawk!

I will examine the code for Scroll of Safe Passage. If what you're seeing is true then it is absolutely a bug. Every trap should be disabled even if you're standing on it.

Been silent lately but there's more updates and news coming in the pipeline for 2018!